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GamesRadar
GamesRadar
Technology
Joel Franey

After Metal Gear Solid 5 made sparing or killing enemies so important, I'm disappointed Death Stranding 2 wasted its most interesting mechanic

Death Stranding 2.

Towards the end of Death Stranding 2, I picked up a sexy weaponized guitar that could be used to shoot people by playing solos at them. Now, clearly this was one of the best Death Stranding 2 weapons for vibes alone, and obviously I was going to have to try this out at the earliest opportunity – shredding power chords while blasting through bandits like every Bard player in D&D is a no-brainer – but there was a part of the description for this new toy that stuck out to me. To club people with it, the game assured me, would be non-lethal. But mowing them down with the lightning gun effect was marked "lethal".

Huh. It sounds obvious to those who aren't familiar with the game, but I'd completely forgotten that killing was a thing. Of all the many weapons I'd accrued across Death Stranding 2, the vast majority were non-lethal by design, firing rubber bullets or taser shocks that leave hired goons dribbling on the floor. I mentioned this discrepancy to a friend, who'd commented that they'd seen some tutorial box in the game somewhere telling you that you could actually change most of these safe weapons to live rounds with the right controller input.

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